public LambertianShader(Effect effect, LambertianMaterial material) : base(effect) { effect.Parameters["LightPosition"].SetValue(new Vector3(100.0f, 100.0f, 100.0f)); effect.Parameters["AmbientColor"].SetValue(material.AmbientColor.ToVector3()); effect.Parameters["DiffuseColor"].SetValue(material.DiffuseColor.ToVector3()); effect.Parameters["AmbientIntensity"].SetValue(material.AmbientIntensity); }
protected override void LoadContent() { // Setup graphics device graphicsDevice = graphicsDeviceManager.GraphicsDevice; graphicsDevice.RasterizerState = new RasterizerState(); // Initialize bitmap renderer and font texture SpriteBatch spriteBatch = new SpriteBatch(graphicsDevice); SpriteFont spriteFont = Content.Load <SpriteFont>("fonts/arial12"); // Initialize scenemanager sceneManager = new SceneManager(graphicsDevice, spriteBatch, spriteFont); // Load models Microsoft.Xna.Framework.Graphics.Model xhead = Content.Load <Microsoft.Xna.Framework.Graphics.Model>("models/head"); Model head = new Model(xhead); Model terrain = new Model(graphicsDevice, Content.Load <Texture2D>("textures/heightmap"), Vector3.Zero, Vector3.Zero, 0.5f); Model teapotModel = new Model(Content.Load <Microsoft.Xna.Framework.Graphics.Model>("models/teapot"), Vector3.Zero, Vector3.Zero, 10f); Model tabletopModel = new Model(Content.Load <Microsoft.Xna.Framework.Graphics.Model>("models/tabletop"), Vector3.Zero, Vector3.Zero, 20f); List <Model> headgerow = new List <Model>() { new Model(xhead, new Vector3(-80f + 0 * 40f, 0f, 0f)), new Model(xhead, new Vector3(-80f + 1 * 40f, 0f, 0f)), new Model(xhead, new Vector3(-80f + 2 * 40f, 0f, 0f)), new Model(xhead, new Vector3(-80f + 3 * 40f, 0f, 0f)), new Model(xhead, new Vector3(-80f + 4 * 40f, 0f, 0f)), new Model(xhead, new Vector3(-80f + 5 * 40f, 0f, 0f)), new Model(xhead, new Vector3(-80f + 6 * 40f, 0f, 0f)), new Model(xhead, new Vector3(-80f + 7 * 40f, 0f, 0f)) }; // Initialize materials LambertianMaterial lambertianMaterial = new LambertianMaterial() { AmbientColor = Color.Red, AmbientIntensity = 0.2f, DiffuseColor = Color.Orange }; PhongMaterial phongMaterial = new PhongMaterial() { AmbientColor = Color.Red, AmbientIntensity = 0.2f, DiffuseColor = Color.Orange, SpecularColor = Color.White, SpecularIntensity = 1f, SpecularPower = 32f }; PhongMaterial woodMaterial = new PhongMaterial() { AmbientColor = Color.Black, AmbientIntensity = 0.2f, DiffuseColor = Color.BurlyWood, SpecularColor = Color.White, SpecularIntensity = 0.2f, SpecularPower = 32f }; CookTorranceMaterial cookTorranceMaterial = new CookTorranceMaterial() { AmbientColor = Color.Gold, AmbientIntensity = 0.2f, DiffuseColor = Color.Goldenrod, SpecularColor = Color.White, SpecularIntensity = 2f, SpecularPower = 25f, Roughness = 0.5f, ReflectanceCoefficient = 1.42f }; // Initialize shaders BasicEffect basicEffect = new BasicEffect(graphicsDevice); basicEffect.VertexColorEnabled = true; basicEffect.LightingEnabled = true; basicEffect.AmbientLightColor = new Vector3(0.3f); basicEffect.DirectionalLight0.Enabled = true; basicEffect.DirectionalLight0.DiffuseColor = Color.White.ToVector3(); basicEffect.DirectionalLight0.Direction = new Vector3(0, -1, 0); Shader basicShader = new Shader(basicEffect); Shader woodShader = new WoodShader(Content.Load <Effect>("shaders/wooden"), woodMaterial, sceneManager.Camera, Content.Load <Texture2D>("textures/wood")); Shader phongShader = new PhongShader(Content.Load <Effect>("shaders/phong"), phongMaterial, sceneManager.Camera); Shader normalShader = new Shader(Content.Load <Effect>("shaders/normals")); Shader checkersShader = new Shader(Content.Load <Effect>("shaders/checkers")); Shader spotLightShader = new SpotLightShader(Content.Load <Effect>("shaders/spotlight"), phongMaterial); Shader lambertianShader = new LambertianShader(Content.Load <Effect>("shaders/lambertian"), lambertianMaterial); Shader multiLightShader = new MultiLightShader(Content.Load <Effect>("shaders/multilight"), cookTorranceMaterial); Shader projectionShader = new ProjectionShader(Content.Load <Effect>("shaders/projective-texture"), phongMaterial, Content.Load <Texture2D>("textures/smiley")); Shader cookTorranceShader = new CookTorranceShader(Content.Load <Effect>("shaders/cook-torrance"), cookTorranceMaterial); // Initialize post-processors Filter monochromeFilter = new Filter(graphicsDevice, spriteBatch, Content.Load <Effect>("shaders/monochrome")); Filter gaussianFilter = new GaussianBlur(graphicsDevice, spriteBatch, Content.Load <Effect>("shaders/gaussian-blur")); // Create scenes in the scene manager sceneManager.AddScene(SceneID.Terrain, basicShader, terrain, null, Vector3.Transform(new Vector3(0f, 0f, 100f), Matrix.CreateRotationX(MathHelper.ToRadians(-40f)))); sceneManager.AddScene(SceneID.Wood, woodShader, tabletopModel, null, Vector3.Transform(new Vector3(0f, 0f, 100f), Matrix.CreateRotationX(MathHelper.ToRadians(20f)))); sceneManager.AddScene(SceneID.Lambertian, lambertianShader, teapotModel, null, Vector3.Transform(new Vector3(0f, 0f, 100f), Matrix.CreateRotationX(MathHelper.ToRadians(-20f)))); sceneManager.AddScene(SceneID.Phong, phongShader, teapotModel, null, Vector3.Transform(new Vector3(0f, 0f, 100f), Matrix.CreateRotationX(MathHelper.ToRadians(-20f)))); sceneManager.AddScene(SceneID.Normals, normalShader, head); sceneManager.AddScene(SceneID.Checkers, checkersShader, teapotModel, null, Vector3.Transform(new Vector3(0f, 0f, 100f), Matrix.CreateRotationX(MathHelper.ToRadians(-20f)))); sceneManager.AddScene(SceneID.CookTorrance, cookTorranceShader, head); sceneManager.AddScene(SceneID.Spotlight, spotLightShader, head); sceneManager.AddScene(SceneID.Multilight, multiLightShader, head); sceneManager.AddScene(SceneID.Culling, normalShader, headgerow); sceneManager.AddScene(SceneID.Projection, projectionShader, head); sceneManager.AddScene(SceneID.Monochrome, cookTorranceShader, head, monochromeFilter); sceneManager.AddScene(SceneID.GaussianBlur, normalShader, head, gaussianFilter); }